attribute vec4 position; 
attribute vec4 color; 
attribute vec4 normal;
attribute vec2 texCoord;

uniform mat4 modelViewMatrix;		
uniform mat4 projectionMatrix;	

varying vec2 pTexCoord;	
	

void main()
{ 
	pTexCoord =  texCoord;
	gl_Position = projectionMatrix * modelViewMatrix * position;
}
